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9ab1319126
Resolves #2602 ## Description: tldr: `npm run docs:map-generator` Adds documentation to the `map-generator` go code. This has no functional changes, other than the renaming of the package. I used the github url, though this can be set to anything as long as it contains a `.` so that the docs parse it correctly. Go doc best practices seem a little verbose and terse, but attempted to comply Future Facing (to get these docs viewable without running locally): - Wait until the -http issue is sorted, then these are easy to statically host alongside builds - Could use the legacy `godoc` - Could do formatting after outputting the `txt` output ## Change List: - Add documentation to all types/fns in map-generator go code - Ensure this outputs correctly with `go doc` - Add `docs:map-generator` command to package.json. This runs `go doc` in `map-generator` w/ appropriate flags to generate full documentation. (see notes in readme) - rename `map-generator` module to work around pkgsite assuming all packages without a . are stdlib (this makes `-http` work at all) - Add new sections to README and update existing sections - Add additional references to locations in the primary code base where things can be found - Update documentation in the ts theme files to add output color mappings - this ensures that everything needed to trace the input file -> in game rendered asset is fully documented. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tidwell
788 lines
22 KiB
Go
788 lines
22 KiB
Go
package main
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import (
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"bytes"
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"fmt"
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"image"
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"image/color"
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"image/png"
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"log"
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"math"
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"github.com/chai2010/webp"
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)
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// The smallest a body of land or lake can be, all smaller are removed
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const (
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minIslandSize = 30
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minLakeSize = 200
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)
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// Holds raw RGBA image data for the thumbnail
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type ThumbData struct {
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Data []byte
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Width int
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Height int
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}
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// XY coord, origin top left, x extending right, y extends down
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type Coord struct {
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X, Y int
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}
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// TerrainType represents the classification of a map tile (e.g., Land or Water).
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type TerrainType int
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// Enumeration of possible TerrainType values.
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const (
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Land TerrainType = iota
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Water
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)
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// Terrain represents the properties of a single map tile.
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// Magnitude represents elevation for Land (0-30) or distance to land for Water.
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type Terrain struct {
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Type TerrainType
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Shoreline bool
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Magnitude float64
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Ocean bool
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}
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// MapResult is the output format from the GenerateMap workflow
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type MapResult struct {
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Thumbnail []byte
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Map MapInfo
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Map4x MapInfo
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Map16x MapInfo
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}
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// MapInfo contains the serialized map data and metadata for a specific scale.
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type MapInfo struct {
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Data []byte // packed map data
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Width int
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Height int
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NumLandTiles int
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}
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// GeneratorArgs defines the input parameters for the map generation process.
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type GeneratorArgs struct {
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Name string
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ImageBuffer []byte
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RemoveSmall bool
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}
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// GenerateMap is the main map-generator workflow.
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// - Maps each pixel to a Terrain type based on its blue value
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// - Removes small islands and lakes
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// - Creates a WebP thumbnail
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// - Packs the map data into binary format for full scale, 1/4 tile count (half dimensions), and 1/16 tile count (quarter dimensions)
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//
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// Red/green pixel values have no impact, only blue values are used
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// For Land tiles, "Magnitude" is determined by `(Blue - 140) / 2“.
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// For Water tiles, "Magnitude" is calculated during generation as the distance to the nearest land.
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//
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// Pixel -> Terrain & Magnitude mapping
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// | Input Condition | Terrain Type | Magnitude | Notes |
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// | :----------------- | :-------------- | :----------------- | :------------------------------- |
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// | **Alpha < 20** | Water | Distance to Land\* | Transparent pixels become water. |
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// | **Blue = 106** | Water | Distance to Land\* | Specific key color for water. |
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// | **Blue < 140** | Land (Plains) | 0 | Clamped to minimum magnitude. |
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// | **Blue 140 - 158** | Land (Plains) | 0 - 9 | |
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// | **Blue 159 - 178** | Land (Highland) | 10 - 19 | |
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// | **Blue 179 - 200** | Land (Mountain) | 20 - 30 | |
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// | **Blue > 200** | Land (Mountain) | 30 | Clamped to maximum magnitude. |
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//
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// Misc Notes
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// - It normalizes map width/height to multiples of 4 for the mini map downscaling.
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func GenerateMap(args GeneratorArgs) (MapResult, error) {
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img, err := png.Decode(bytes.NewReader(args.ImageBuffer))
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if err != nil {
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return MapResult{}, fmt.Errorf("failed to decode PNG: %w", err)
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}
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bounds := img.Bounds()
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width, height := bounds.Dx(), bounds.Dy()
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// Ensure width and height are multiples of 4 for the mini map downscaling
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width = width - (width % 4)
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height = height - (height % 4)
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log.Printf("Processing Map: %s, dimensions: %dx%d", args.Name, width, height)
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// Initialize terrain grid
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terrain := make([][]Terrain, width)
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for x := range terrain {
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terrain[x] = make([]Terrain, height)
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}
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// Process each pixel
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for x := 0; x < width; x++ {
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for y := 0; y < height; y++ {
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_, _, b, a := img.At(x, y).RGBA()
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// Convert from 16-bit to 8-bit values
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alpha := uint8(a >> 8)
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blue := uint8(b >> 8)
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if alpha < 20 || blue == 106 {
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// Transparent or specific blue value = water
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terrain[x][y] = Terrain{Type: Water}
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} else {
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// Land
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terrain[x][y] = Terrain{Type: Land}
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// Calculate magnitude from blue channel (140-200 range)
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mag := math.Min(200, math.Max(140, float64(blue))) - 140
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terrain[x][y].Magnitude = mag / 2
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}
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}
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}
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removeSmallIslands(terrain, args.RemoveSmall)
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processWater(terrain, args.RemoveSmall)
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terrain4x := createMiniMap(terrain)
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processWater(terrain4x, false)
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terrain16x := createMiniMap(terrain4x)
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processWater(terrain16x, false)
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thumb := createMapThumbnail(terrain4x, 0.5)
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webp, err := convertToWebP(ThumbData{
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Data: thumb.Pix,
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Width: thumb.Bounds().Dx(),
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Height: thumb.Bounds().Dy(),
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})
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if err != nil {
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return MapResult{}, fmt.Errorf("failed to save thumbnail: %w", err)
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}
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mapData, mapNumLandTiles := packTerrain(terrain)
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mapData4x, numLandTiles4x := packTerrain(terrain4x)
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mapData16x, numLandTiles16x := packTerrain(terrain16x)
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return MapResult{
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Map: MapInfo{
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Data: mapData,
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Width: width,
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Height: height,
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NumLandTiles: mapNumLandTiles,
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},
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Map4x: MapInfo{
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Data: mapData4x,
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Width: width / 2,
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Height: height / 2,
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NumLandTiles: numLandTiles4x,
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},
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Map16x: MapInfo{
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Data: mapData16x,
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Width: width / 4,
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Height: height / 4,
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NumLandTiles: numLandTiles16x,
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},
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Thumbnail: webp,
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}, nil
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}
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// convertToWebP encodes raw RGBA thumbnail data into WebP format.
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func convertToWebP(thumb ThumbData) ([]byte, error) {
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// Create RGBA image from raw data
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img := image.NewRGBA(image.Rect(0, 0, thumb.Width, thumb.Height))
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// Copy the raw RGBA data
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if len(thumb.Data) != thumb.Width*thumb.Height*4 {
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return nil, fmt.Errorf("invalid thumb data length: expected %d, got %d",
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thumb.Width*thumb.Height*4, len(thumb.Data))
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}
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copy(img.Pix, thumb.Data)
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// Encode as WebP with quality 45 (equivalent to the JavaScript version)
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webpData, err := webp.EncodeRGBA(img, 45)
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if err != nil {
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return nil, fmt.Errorf("failed to encode WebP: %w", err)
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}
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return webpData, nil
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}
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// createMiniMap downscales the terrain grid by half.
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// It maps 2x2 blocks of input tiles to a single output tile.
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// The logic prioritizes Water: if any of the 4 source tiles is Water,
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// the resulting mini-map tile becomes Water.
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func createMiniMap(tm [][]Terrain) [][]Terrain {
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width := len(tm)
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height := len(tm[0])
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miniWidth := width / 2
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miniHeight := height / 2
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miniMap := make([][]Terrain, miniWidth)
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for x := range miniMap {
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miniMap[x] = make([]Terrain, miniHeight)
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}
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for x := 0; x < width; x++ {
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for y := 0; y < height; y++ {
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miniX := x / 2
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miniY := y / 2
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if miniX < miniWidth && miniY < miniHeight {
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// If any of the 4 tiles has water, mini tile is water
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if miniMap[miniX][miniY].Type != Water {
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miniMap[miniX][miniY] = tm[x][y]
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}
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}
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}
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}
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return miniMap
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}
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// processShore identifies shoreline tiles by checking adjacency.
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// It marks Land tiles as shoreline if they neighbor Water, and Water tiles as
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// shoreline if they neighbor Land.
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// Returns a list of coordinates for all shoreline Water tiles found.
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func processShore(terrain [][]Terrain) []Coord {
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log.Println("Identifying shorelines")
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var shorelineWaters []Coord
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width := len(terrain)
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height := len(terrain[0])
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for x := 0; x < width; x++ {
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for y := 0; y < height; y++ {
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tile := &terrain[x][y]
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neighbors := getNeighbors(x, y, terrain)
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if tile.Type == Land {
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// Land tile adjacent to water is shoreline
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for _, n := range neighbors {
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if n.Type == Water {
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tile.Shoreline = true
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break
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}
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}
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} else {
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// Water tile adjacent to land is shoreline
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for _, n := range neighbors {
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if n.Type == Land {
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tile.Shoreline = true
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shorelineWaters = append(shorelineWaters, Coord{X: x, Y: y})
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break
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}
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}
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}
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}
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}
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return shorelineWaters
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}
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// processDistToLand calculates the distance of water tiles from the nearest land.
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// It uses a Breadth-First Search (BFS) starting from the shoreline water tiles.
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// The distance is stored in the Magnitude field of the Water tiles.
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func processDistToLand(shorelineWaters []Coord, terrain [][]Terrain) {
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log.Println("Setting Water tiles magnitude = Manhattan distance from nearest land")
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width := len(terrain)
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height := len(terrain[0])
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visited := make([][]bool, width)
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for x := range visited {
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visited[x] = make([]bool, height)
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}
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type queueItem struct {
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x, y, dist int
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}
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queue := make([]queueItem, 0)
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// Initialize queue with shoreline waters
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for _, coord := range shorelineWaters {
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queue = append(queue, queueItem{x: coord.X, y: coord.Y, dist: 0})
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visited[coord.X][coord.Y] = true
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terrain[coord.X][coord.Y].Magnitude = 0
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}
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directions := []Coord{{0, 1}, {1, 0}, {0, -1}, {-1, 0}}
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for len(queue) > 0 {
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current := queue[0]
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queue = queue[1:]
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for _, dir := range directions {
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nx := current.x + dir.X
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ny := current.y + dir.Y
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if nx >= 0 && ny >= 0 && nx < width && ny < height &&
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!visited[nx][ny] && terrain[nx][ny].Type == Water {
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visited[nx][ny] = true
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terrain[nx][ny].Magnitude = float64(current.dist + 1)
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queue = append(queue, queueItem{x: nx, y: ny, dist: current.dist + 1})
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}
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}
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}
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}
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// getNeighbors returns a list of Terrain tiles adjacent to the specified coordinates.
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func getNeighbors(x, y int, terrain [][]Terrain) []Terrain {
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coords := getNeighborCoords(x, y, terrain)
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neighbors := make([]Terrain, len(coords))
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for i, coord := range coords {
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neighbors[i] = terrain[coord.X][coord.Y]
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}
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return neighbors
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}
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// getNeighborCoords returns a list of valid adjacent coordinates (up, down, left, right).
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// It ensures that the returned coordinates are within the bounds of the terrain grid.
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func getNeighborCoords(x, y int, terrain [][]Terrain) []Coord {
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width := len(terrain)
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height := len(terrain[0])
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var coords []Coord
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if x > 0 {
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coords = append(coords, Coord{X: x - 1, Y: y})
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}
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if x < width-1 {
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coords = append(coords, Coord{X: x + 1, Y: y})
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}
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if y > 0 {
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coords = append(coords, Coord{X: x, Y: y - 1})
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}
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if y < height-1 {
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coords = append(coords, Coord{X: x, Y: y + 1})
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}
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return coords
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}
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// processWater identifies and processes bodies of water in the terrain.
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// It finds all connected water bodies and marks the largest one as Ocean.
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// If removeSmall is true, lakes smaller than minLakeSize are converted to Land.
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// Finally, it triggers shoreline identification and distance-to-land calculations.
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func processWater(terrain [][]Terrain, removeSmall bool) {
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log.Println("Processing water bodies")
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visited := make(map[string]bool)
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type waterBody struct {
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coords []Coord
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size int
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}
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var waterBodies []waterBody
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// Find all distinct water bodies
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for x := 0; x < len(terrain); x++ {
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for y := 0; y < len(terrain[0]); y++ {
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if terrain[x][y].Type == Water {
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key := fmt.Sprintf("%d,%d", x, y)
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if visited[key] {
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continue
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}
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coords := getArea(x, y, terrain, visited)
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waterBodies = append(waterBodies, waterBody{
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coords: coords,
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size: len(coords),
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})
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}
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}
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}
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// Sort by size (largest first)
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for i := 0; i < len(waterBodies)-1; i++ {
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for j := i + 1; j < len(waterBodies); j++ {
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if waterBodies[j].size > waterBodies[i].size {
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waterBodies[i], waterBodies[j] = waterBodies[j], waterBodies[i]
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}
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}
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}
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smallLakes := 0
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if len(waterBodies) > 0 {
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// Mark largest water body as ocean
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largestWaterBody := waterBodies[0]
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for _, coord := range largestWaterBody.coords {
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terrain[coord.X][coord.Y].Ocean = true
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}
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log.Printf("Identified ocean with %d water tiles", largestWaterBody.size)
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if removeSmall {
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// Remove small water bodies
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log.Println("Searching for small water bodies for removal")
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for w := 1; w < len(waterBodies); w++ {
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if waterBodies[w].size < minLakeSize {
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smallLakes++
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for _, coord := range waterBodies[w].coords {
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terrain[coord.X][coord.Y].Type = Land
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terrain[coord.X][coord.Y].Magnitude = 0
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}
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}
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}
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log.Printf("Identified and removed %d bodies of water smaller than %d tiles",
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smallLakes, minLakeSize)
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}
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// Process shorelines and distances
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shorelineWaters := processShore(terrain)
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processDistToLand(shorelineWaters, terrain)
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} else {
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log.Println("No water bodies found in the map")
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}
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}
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// getArea performs a Breadth-First Search (BFS) to find a contiguous area of tiles
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// sharing the same TerrainType as the passed x,y coordinates.
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// The visited map is updated to prevent reprocessing tiles.
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func getArea(x, y int, terrain [][]Terrain, visited map[string]bool) []Coord {
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targetType := terrain[x][y].Type
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var area []Coord
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queue := []Coord{{X: x, Y: y}}
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for len(queue) > 0 {
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coord := queue[0]
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queue = queue[1:]
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key := fmt.Sprintf("%d,%d", coord.X, coord.Y)
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if visited[key] {
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continue
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}
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visited[key] = true
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|
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if terrain[coord.X][coord.Y].Type == targetType {
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area = append(area, coord)
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neighborCoords := getNeighborCoords(coord.X, coord.Y, terrain)
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queue = append(queue, neighborCoords...)
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}
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}
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return area
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}
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|
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// removeSmallIslands identifies and removes small land masses from the terrain.
|
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// If removeSmall is true, any removed bodies are converted to Water.
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func removeSmallIslands(terrain [][]Terrain, removeSmall bool) {
|
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if !removeSmall {
|
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return
|
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}
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|
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visited := make(map[string]bool)
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|
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type landBody struct {
|
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coords []Coord
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size int
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}
|
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|
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var landBodies []landBody
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|
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// Find all distinct land bodies
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for x := 0; x < len(terrain); x++ {
|
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for y := 0; y < len(terrain[0]); y++ {
|
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if terrain[x][y].Type == Land {
|
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key := fmt.Sprintf("%d,%d", x, y)
|
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if visited[key] {
|
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continue
|
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}
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|
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coords := getArea(x, y, terrain, visited)
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landBodies = append(landBodies, landBody{
|
|
coords: coords,
|
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size: len(coords),
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})
|
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}
|
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}
|
|
}
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|
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smallIslands := 0
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|
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for _, body := range landBodies {
|
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if body.size < minIslandSize {
|
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smallIslands++
|
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for _, coord := range body.coords {
|
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terrain[coord.X][coord.Y].Type = Water
|
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terrain[coord.X][coord.Y].Magnitude = 0
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|
}
|
|
}
|
|
}
|
|
|
|
log.Printf("Identified and removed %d islands smaller than %d tiles",
|
|
smallIslands, minIslandSize)
|
|
}
|
|
|
|
// packTerrain serializes the terrain grid into a byte slice.
|
|
// Each byte represents a single tile with bit flags:
|
|
// - Bit 7: Land (1) / Water (0)
|
|
// - Bit 6: Shoreline
|
|
// - Bit 5: Ocean
|
|
// - Bits 0-4: Magnitude (0-31). For Water, this is (Distance / 2).
|
|
//
|
|
// Returns the packed data and the count of land tiles.
|
|
func packTerrain(terrain [][]Terrain) (data []byte, numLandTiles int) {
|
|
width := len(terrain)
|
|
height := len(terrain[0])
|
|
packedData := make([]byte, width*height)
|
|
numLandTiles = 0
|
|
|
|
for x := 0; x < width; x++ {
|
|
for y := 0; y < height; y++ {
|
|
tile := terrain[x][y]
|
|
var packedByte byte = 0
|
|
|
|
if tile.Type == Land {
|
|
packedByte |= 0b10000000
|
|
numLandTiles++
|
|
}
|
|
if tile.Shoreline {
|
|
packedByte |= 0b01000000
|
|
}
|
|
if tile.Ocean {
|
|
packedByte |= 0b00100000
|
|
}
|
|
|
|
if tile.Type == Land {
|
|
packedByte |= byte(math.Min(math.Ceil(tile.Magnitude), 31))
|
|
} else {
|
|
packedByte |= byte(math.Min(math.Ceil(tile.Magnitude/2), 31))
|
|
}
|
|
|
|
packedData[y*width+x] = packedByte
|
|
}
|
|
}
|
|
|
|
logBinaryAsBits(packedData, 8)
|
|
return packedData, numLandTiles
|
|
}
|
|
|
|
// createMapThumbnail generates an RGBA image representation of the terrain.
|
|
// It scales the map dimensions based on the provided quality factor.
|
|
// Each pixel's color is determined by the terrain type and magnitude via getThumbnailColor.
|
|
func createMapThumbnail(terrain [][]Terrain, quality float64) *image.RGBA {
|
|
log.Println("Creating thumbnail")
|
|
|
|
srcWidth := len(terrain)
|
|
srcHeight := len(terrain[0])
|
|
|
|
targetWidth := int(math.Max(1, math.Floor(float64(srcWidth)*quality)))
|
|
targetHeight := int(math.Max(1, math.Floor(float64(srcHeight)*quality)))
|
|
|
|
img := image.NewRGBA(image.Rect(0, 0, targetWidth, targetHeight))
|
|
|
|
for x := 0; x < targetWidth; x++ {
|
|
for y := 0; y < targetHeight; y++ {
|
|
srcX := int(math.Floor(float64(x) / quality))
|
|
srcY := int(math.Floor(float64(y) / quality))
|
|
|
|
srcX = int(math.Min(float64(srcX), float64(srcWidth-1)))
|
|
srcY = int(math.Min(float64(srcY), float64(srcHeight-1)))
|
|
|
|
terrain := terrain[srcX][srcY]
|
|
rgba := getThumbnailColor(terrain)
|
|
img.Set(x, y, color.RGBA{R: rgba.R, G: rgba.G, B: rgba.B, A: rgba.A})
|
|
}
|
|
}
|
|
|
|
return img
|
|
}
|
|
|
|
// RGBA represents a color with Red, Green, Blue, and Alpha channels.
|
|
// It is used locally for thumbnail generation.
|
|
type RGBA struct {
|
|
R, G, B, A uint8
|
|
}
|
|
|
|
// getThumbnailColor determines the RGBA color for a specific terrain tile for
|
|
// the map preview thumbnail.
|
|
//
|
|
// It handles color generation for Water (shoreline vs deep water) and Land
|
|
// (shoreline, plains, highlands, mountains) based on the tile's magnitude.
|
|
//
|
|
// The thumbnail renders its own set of colors separate from the in-game light/dark
|
|
// color schemes.
|
|
//
|
|
// For thumbnail purposes, the terrain type -> color mapping:
|
|
// - Water Shoreline: (Transparent)
|
|
// - Deep Water: (Transparent)
|
|
// - Land Shoreline: `rgb(204, 203, 158)`
|
|
// - Plains (Mag < 10): `rgb(190, 220, 138)` - `rgb(190, 202, 138)`
|
|
// - Highlands (Mag 10-19): `rgb(220, 203, 158)` - `rgb(238, 221, 176)`
|
|
// - Mountains (Mag >= 20): `rgb(240, 240, 240)` - `rgb(245, 245, 245)`
|
|
func getThumbnailColor(t Terrain) RGBA {
|
|
if t.Type == Water {
|
|
// Shoreline water
|
|
if t.Shoreline {
|
|
return RGBA{R: 100, G: 143, B: 255, A: 0}
|
|
}
|
|
// Other water: adjust based on magnitude
|
|
waterAdjRGB := 11 - math.Min(t.Magnitude/2, 10) - 10
|
|
return RGBA{
|
|
R: uint8(math.Max(70+waterAdjRGB, 0)),
|
|
G: uint8(math.Max(132+waterAdjRGB, 0)),
|
|
B: uint8(math.Max(180+waterAdjRGB, 0)),
|
|
A: 0,
|
|
}
|
|
}
|
|
|
|
// Shoreline land
|
|
if t.Shoreline {
|
|
return RGBA{R: 204, G: 203, B: 158, A: 255}
|
|
}
|
|
|
|
var adjRGB float64
|
|
if t.Magnitude < 10 {
|
|
// Plains
|
|
adjRGB = 220 - 2*t.Magnitude
|
|
return RGBA{
|
|
R: 190,
|
|
G: uint8(adjRGB),
|
|
B: 138,
|
|
A: 255,
|
|
}
|
|
} else if t.Magnitude < 20 {
|
|
// Highlands
|
|
adjRGB = 2 * t.Magnitude
|
|
return RGBA{
|
|
R: uint8(200 + adjRGB),
|
|
G: uint8(183 + adjRGB),
|
|
B: uint8(138 + adjRGB),
|
|
A: 255,
|
|
}
|
|
} else {
|
|
// Mountains
|
|
adjRGB = math.Floor(230 + t.Magnitude/2)
|
|
return RGBA{
|
|
R: uint8(adjRGB),
|
|
G: uint8(adjRGB),
|
|
B: uint8(adjRGB),
|
|
A: 255,
|
|
}
|
|
}
|
|
}
|
|
|
|
// logBinaryAsBits logs the binary representation of the first 'length' bytes of data.
|
|
// It is a helper function for debugging packed terrain data.
|
|
func logBinaryAsBits(data []byte, length int) {
|
|
if length > len(data) {
|
|
length = len(data)
|
|
}
|
|
|
|
var bits string
|
|
for i := 0; i < length; i++ {
|
|
bits += fmt.Sprintf("%08b ", data[i])
|
|
}
|
|
log.Printf("Binary data (bits): %s", bits)
|
|
}
|
|
|
|
// createCombinedBinary combines the info JSON, map data, and mini-map data into a single binary buffer.
|
|
//
|
|
// Note: This function is currently unused by the main workflow, which writes separate files instead.
|
|
// It creates a header with the following structure:
|
|
// - Bytes 0-3: Version (1)
|
|
// - Bytes 4-7: Info section offset
|
|
// - Bytes 8-11: Info section size
|
|
// - Bytes 12-15: Map section offset
|
|
// - Bytes 16-19: Map section size
|
|
// - Bytes 20-23: MiniMap section offset
|
|
// - Bytes 24-27: MiniMap section size
|
|
func createCombinedBinary(infoBuffer []byte, mapData []byte, miniMapData []byte) []byte {
|
|
// Calculate section sizes
|
|
infoSize := len(infoBuffer)
|
|
mapSize := len(mapData)
|
|
miniMapSize := len(miniMapData)
|
|
|
|
headerSize := 28
|
|
infoOffset := headerSize
|
|
mapOffset := infoOffset + infoSize
|
|
miniMapOffset := mapOffset + mapSize
|
|
|
|
totalSize := miniMapOffset + miniMapSize
|
|
combined := make([]byte, totalSize)
|
|
|
|
// Write version
|
|
writeUint32(combined, 0, 1)
|
|
|
|
// Write info section info
|
|
writeUint32(combined, 4, uint32(infoOffset))
|
|
writeUint32(combined, 8, uint32(infoSize))
|
|
|
|
// Write map section info
|
|
writeUint32(combined, 12, uint32(mapOffset))
|
|
writeUint32(combined, 16, uint32(mapSize))
|
|
|
|
// Write miniMap section info
|
|
writeUint32(combined, 20, uint32(miniMapOffset))
|
|
writeUint32(combined, 24, uint32(miniMapSize))
|
|
|
|
// Copy data sections
|
|
copy(combined[infoOffset:], infoBuffer)
|
|
copy(combined[mapOffset:], mapData)
|
|
copy(combined[miniMapOffset:], miniMapData)
|
|
|
|
return combined
|
|
}
|
|
|
|
// writeUint32 writes a 32-bit unsigned integer to the byte slice at the specified offset.
|
|
// It uses Little Endian byte order.
|
|
// Note: This function is currently unused.
|
|
func writeUint32(data []byte, offset int, value uint32) {
|
|
data[offset] = byte(value & 0xff)
|
|
data[offset+1] = byte((value >> 8) & 0xff)
|
|
data[offset+2] = byte((value >> 16) & 0xff)
|
|
data[offset+3] = byte((value >> 24) & 0xff)
|
|
}
|
|
|
|
// readUint32 reads a 32-bit unsigned integer from the byte slice at the specified offset.
|
|
// It assumes Little Endian byte order.
|
|
// Note: This function is currently unused.
|
|
func readUint32(data []byte, offset int) uint32 {
|
|
return uint32(data[offset]) | uint32(data[offset+1])<<8 | uint32(data[offset+2])<<16 | uint32(data[offset+3])<<24
|
|
}
|
|
|
|
// decodeCombinedBinary parses a combined binary buffer into its constituent parts.
|
|
// It validates the header and extracts the Info JSON, Map data, and MiniMap data sections.
|
|
// Note: This function is currently unused.
|
|
func decodeCombinedBinary(data []byte) (*CombinedBinaryHeader, []byte, []byte, []byte, error) {
|
|
if len(data) < 28 {
|
|
return nil, nil, nil, nil, fmt.Errorf("data too short for header")
|
|
}
|
|
|
|
header := &CombinedBinaryHeader{
|
|
Version: readUint32(data, 0),
|
|
InfoOffset: readUint32(data, 4),
|
|
InfoSize: readUint32(data, 8),
|
|
MapOffset: readUint32(data, 12),
|
|
MapSize: readUint32(data, 16),
|
|
MiniMapOffset: readUint32(data, 20),
|
|
MiniMapSize: readUint32(data, 24),
|
|
}
|
|
|
|
// Validate offsets and sizes
|
|
if header.InfoOffset+header.InfoSize > uint32(len(data)) ||
|
|
header.MapOffset+header.MapSize > uint32(len(data)) ||
|
|
header.MiniMapOffset+header.MiniMapSize > uint32(len(data)) {
|
|
return nil, nil, nil, nil, fmt.Errorf("invalid offsets or sizes in header")
|
|
}
|
|
|
|
// Extract sections
|
|
infoData := data[header.InfoOffset : header.InfoOffset+header.InfoSize]
|
|
mapData := data[header.MapOffset : header.MapOffset+header.MapSize]
|
|
miniMapData := data[header.MiniMapOffset : header.MiniMapOffset+header.MiniMapSize]
|
|
|
|
return header, infoData, mapData, miniMapData, nil
|
|
}
|
|
|
|
// CombinedBinaryHeader represents the metadata header of the combined map file format.
|
|
// Note: This struct is currently unused.
|
|
type CombinedBinaryHeader struct {
|
|
Version uint32
|
|
InfoOffset uint32
|
|
InfoSize uint32
|
|
MapOffset uint32
|
|
MapSize uint32
|
|
MiniMapOffset uint32
|
|
MiniMapSize uint32
|
|
}
|